首页 文献索引 SCI期刊 AI助手
期刊目录筛选

期刊名:Jmir serious games

缩写:JMIR SERIOUS GAMES

ISSN:2291-9279

e-ISSN:2291-9279

IF/分区:4.1/Q1

文章目录 更多期刊信息

共收录本刊相关文章索引756
Clinical Trial Case Reports Meta-Analysis RCT Review Systematic Review
Classical Article Case Reports Clinical Study Clinical Trial Clinical Trial Protocol Comment Comparative Study Editorial Guideline Letter Meta-Analysis Multicenter Study Observational Study Randomized Controlled Trial Review Systematic Review
Johan Creutzfeldt,Leif Hedman,Li Felländer-Tsai Johan Creutzfeldt
Background: Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, lit...
Wouter J Boendermaker,Soraya Sanchez Maceiras,Marilisa Boffo et al. Wouter J Boendermaker et al.
Background: Young adults often experiment with heavy use of alcohol, which poses severe health risks and increases the chance of developing addiction problems. In clinical patients, cognitive retraining of automatic appet...
Ivan Bindoff,Kristy de Salas,Gregory Peterson et al. Ivan Bindoff et al.
Background: Smoking is recognized as the largest, single, preventable cause of death and disease in the developed world. While the majority of smokers report wanting to quit, and many try each year, smokers find it diffic...
Abdulrahman Abdulla El-Hilly,Sheeraz Syed Iqbal,Maroof Ahmed et al. Abdulrahman Abdulla El-Hilly et al.
Background: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, criti...
Fernando Winckler Simor,Manoela Rogofski Brum,Jaison Dairon Ebertz Schmidt et al. Fernando Winckler Simor et al.
Background: Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Ther...
Janneke Caw Peijnenborgh,Petra Pm Hurks,Albert P Aldenkamp et al. Janneke Caw Peijnenborgh et al.
Background: A computer-based game, named Timo's Adventure, was developed to assess specific cognitive functions (eg, attention, planning, and working memory), time perception, and reward mechanisms in young school-aged ch...
James S Thomas,Christopher R France,Megan E Applegate et al. James S Thomas et al.
Background: Virtual reality (VR) interventions hold great potential for rehabilitation as commercial systems are becoming more affordable and can be easily applied to both clinical and home settings. ...
Alaa AlMarshedi,Gary Wills,Ashok Ranchhod Alaa AlMarshedi
Background: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is pe...
Georges Elias Khalil,Ivan L Beale,Minxing Chen et al. Georges Elias Khalil et al.
Background: Risky behaviors tend to increase drastically during the transition into young adulthood. This increase may ultimately facilitate the initiation of carcinogenic processes at a young age, highlighting a serious ...
Stefanie Wiloth,Nele Lemke,Christian Werner et al. Stefanie Wiloth et al.
Background: Exergames often used for training purpose can also be applied to create assessments based on quantitative data derived from the game. A number of studies relate to these use functionalities developing specific...